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- Secondary Light Sources
- in Radiance
-
- Radiance now supports secondary light sources in planar surfaces such as
- mirrors. The method of virtual sources is used to create the appearance
- of a new source in a virtual world on the other side of the transferring
- surface, or "relay object." Shadow rays are then sent to these virtual
- sources along with the regular sources, testing not only for occlusion
- but also for the geometric boundaries of the secondary source path.
- This is necessary to yield the correct light patch shape.
-
- The method used for specifying secondary sources in Radiance is quite
- simple. Certain materials possess the "secondary source" attribute.
- When such a material modifies a planar surface, secondary light
- sources are created. It is an error to use a secondary source material
- on a non-planar surface such as a sphere. Currently, the materials
- "mirror," "prism1" and "prism2" have the secondary light source attribute.
-
- If multiple facing mirrors appear in a scene, the number of secondary
- sources can multiply quite rapidly. We therefore introduce a limit to
- the number of secondary source "relays" allowed, with the rendering
- option -dr. A setting of -dr 0 means that secondary sources will not
- be considered at all. Another technique that can limit the growth of
- secondary sources is called "virtual source presampling," which is
- controlled with the -dp option. Presampling tests a secondary source
- for visibility before adding it to the calculation, thus avoiding the
- inclusion of secondary sources that would never appear and the shadow
- testing of secondary sources that are never occluded. A presampling
- density of -dp 0 means that all secondary sources will be included and
- fully tested for shadows. This is potentially much more expensive, but it
- is the only way to guarantee absolute shadow accuracy at any resolution.
-
- Even without presampling, Radiance performs many checks of secondary
- sources before including them in the calculation. In addition to the
- obvious tests to insure that a source is on the correct side of the
- relay object, facing the proper direction and so on, Radiance also
- computes the solid angle that corresponds to the maximum influence of
- each secondary source. This greatly speeds up the direct calculation by
- avoiding secondary source shadow tests that could not possibly pay off.
-
- Nevertheless, secondary light sources can be quite costly, especially if
- there are many mirror surfaces that see each other. Presampling avoids
- most of the costs associated with fruitless testing, but in scenes with
- mutual reflections, there may still be hundreds or even thousands of
- virtual light sources created. Even with the solid angle limits, each
- virtual source must be considered at least briefly before it is rejected.
- It is therefore very important for efficiency to minimize the number of
- mirror surfaces in a scene as much as possible. In particular, do not
- make relay objects from many small mirror elements. Such elements should
- be consolidated into the largest polygons possible.
-